Thread: problem with open gl engine.

  1. #1
    Registered User gell10's Avatar
    Join Date
    Jul 2003
    Posts
    46

    problem with open gl engine.

    I was taking nehes tutorial number 10 making and loading 32 worlds. Well I wanted to make the world 2d but I also wanted to load more than one bmp image for the engine. So i tried created another functon to load another txt file specifically for the other .bmp but now when ever i execute the program it crashes automatically. i compile it with 0 errors and 0 warnings and i can't find out whats wrong with the code. if anyone can spot an error, could you please tell me. thanks ;-)

    Code:
    
    
    #include <windows.h>		// Header File For Windows
    #include <math.h>			// Math Library Header File
    #include <stdio.h>			// Header File For Standard Input/Output
    #include <gl\gl.h>			// Header File For The OpenGL32 Library
    #include <gl\glu.h>			// Header File For The GLu32 Library
    #include <gl\glaux.h>		// Header File For The Glaux Library
    
    HDC			hDC=NULL;		// Private GDI Device Context
    HGLRC		hRC=NULL;		// Permanent Rendering Context
    HWND		hWnd=NULL;		// Holds Our Window Handle
    HINSTANCE	hInstance;		// Holds The Instance Of The Application
    
    bool	keys[256];			// Array Used For The Keyboard Routine
    bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
    bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
    bool	blend;				// Blending ON/OFF
    bool	bp;					// B Pressed?
    bool	fp;					// F Pressed?
    
    
    
    GLuint	texture[3];			// Storage For 3 Textures
    
    typedef struct tagVERTEX
    {
    	float x, y, z, xb, yb, zb;
    	float u, v, ub, vb;
    } VERTEX;
    
    typedef struct tagTRIANGLE
    {
    	VERTEX vertex[3];
    } TRIANGLE;
    
    typedef struct tagSECTOR
    {
    	int numtrianglesb;
    	int numtriangles;
    	TRIANGLE* triangle;
    } SECTOR;
    
    SECTOR sector1;
    SECTOR sector2;				// Our Model Goes Here:
    
    LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
    
    void readstr(FILE *f,char *string)
    {
    	do
    	{
    		fgets(string, 255, f);
    	} while ((string[0] == '/') || (string[0] == '\n'));
    	return;
    }
    
    void SetupWorld()
    {
    	float x, y, z, u, v;
    	int numtriangles;
    	FILE *filein;
    	char oneline[255];
    	filein = fopen("gregsworld.txt", "rt");				// File To Load World Data From
    
    	readstr(filein,oneline);
    	sscanf(oneline, "trees %d\n", &numtriangles);
    
    	sector1.triangle = new TRIANGLE[numtriangles];
    	sector1.numtriangles = numtriangles;
    	for (int loop = 0; loop < numtriangles; loop++)
    	{
    		for (int vert = 0; vert < 3; vert++)
    		{
    			readstr(filein,oneline);
    			sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
    			sector1.triangle[loop].vertex[vert].x = x;
    			sector1.triangle[loop].vertex[vert].y = y;
    			sector1.triangle[loop].vertex[vert].z = z;
    			sector1.triangle[loop].vertex[vert].u = u;
    			sector1.triangle[loop].vertex[vert].v = v;
    		}
    	}
    
    	fclose(filein);
    	return;
    }
    
    void SetupGrass()
    {
    	float xb, yb, zb, ub, vb;
    	int numtrianglesb;
    	FILE *filein;
    	char oneline[255];
    	filein = fopen("grass.txt", "rt");				// File To Load World Data From
    
    	readstr(filein,oneline);
    	sscanf(oneline, "grass %d\n", &numtrianglesb);
    
    	sector2.triangle = new TRIANGLE[numtrianglesb];
    	sector2.numtrianglesb = numtrianglesb;
    	for (int loop = 0; loop < numtrianglesb; loop++)
    	{
    		for (int vert = 0; vert < 3; vert++)
    		{
    			readstr(filein,oneline);
    			sscanf(oneline, "%f %f %f %f %f", &xb, &yb, &zb, &ub, &vb);
    			sector2.triangle[loop].vertex[vert].xb = xb;
    			sector2.triangle[loop].vertex[vert].yb = yb;
    			sector2.triangle[loop].vertex[vert].zb = zb;
    			sector2.triangle[loop].vertex[vert].ub = ub;
    			sector2.triangle[loop].vertex[vert].vb = vb;
    		}
    	}
    
    	fclose(filein);
    	return;
    }
    
    AUX_RGBImageRec *LoadBMP(char *Filename)                // Loads A Bitmap Image
    {
            FILE *File=NULL;                                // File Handle
    
            if (!Filename)                                  // Make Sure A Filename Was Given
            {
                    return NULL;                            // If Not Return NULL
            }
    
            File=fopen(Filename,"r");                       // Check To See If The File Exists
    
            if (File)                                       // Does The File Exist?
            {
                    fclose(File);                           // Close The Handle
                    return auxDIBImageLoad(Filename);       // Load The Bitmap And Return A Pointer
            }
            return NULL;                                    // If Load Failed Return NULL
    }
    
    int LoadGLTextures()                                    // Load Bitmaps And Convert To Textures
    {
            int Status=FALSE;                               // Status Indicator
    
            AUX_RGBImageRec *TextureImage[3];               // Create Storage Space For The Texture
    
            memset(TextureImage,0,sizeof(void *)*1);        // Set The Pointer To NULL
    
            // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
    	if (TextureImage[0]=LoadBMP("maincharacter.bmp"))
    	{
    		Status=TRUE;									// Set The Status To TRUE
    
    		glGenTextures(1, &texture[0]);					// Create The Texture
    
    		// Typical Texture Generation Using Data From The Bitmap
    		glBindTexture(GL_TEXTURE_2D, texture[0]);
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    	}
    
    	if (TextureImage[0])									// If Texture Exists
    	{
    		if (TextureImage[0]->data)							// If Texture Image Exists
    		{
    			free(TextureImage[0]->data);					// Free The Texture Image Memory
    		}
    
    		free(TextureImage[0]);								// Free The Image Structure
    	}
    	if (TextureImage[1]=LoadBMP("tree.bmp"))
    	{
    		Status=TRUE;									// Set The Status To TRUE
    
    		glGenTextures(1, &texture[1]);					// Create The Texture
    
    		// Typical Texture Generation Using Data From The Bitmap
    		glBindTexture(GL_TEXTURE_2D, texture[1]);
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    	}
    
    	if (TextureImage[1])									// If Texture Exists
    	{
    		if (TextureImage[1]->data)							// If Texture Image Exists
    		{
    			free(TextureImage[1]->data);					// Free The Texture Image Memory
    		}
    
    		free(TextureImage[1]);								// Free The Image Structure
    	}
    
    	if (TextureImage[2]=LoadBMP("grass.bmp"))
    	{
    		Status=TRUE;									// Set The Status To TRUE
    
    		glGenTextures(1, &texture[2]);					// Create The Texture
    
    		// Typical Texture Generation Using Data From The Bitmap
    		glBindTexture(GL_TEXTURE_2D, texture[2]);
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[2]->sizeX, TextureImage[2]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[2]->data);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    	}
    
    	if (TextureImage[2])									// If Texture Exists
    	{
    		if (TextureImage[2]->data)							// If Texture Image Exists
    		{
    			free(TextureImage[2]->data);					// Free The Texture Image Memory
    		}
    
    		free(TextureImage[2]);								// Free The Image Structure
    	}
          
    		return Status;                                  // Return The Status
    }
    
    GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
    {
    	if (height==0)										// Prevent A Divide By Zero By
    	{
    		height=1;										// Making Height Equal One
    	}
    
    	glViewport(0,0,width,height);						// Reset The Current Viewport
    
    	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
    	glLoadIdentity();									// Reset The Projection Matrix
    
    	// Calculate The Aspect Ratio Of The Window
    	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
    
    	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
    	glLoadIdentity();									// Reset The Modelview Matrix
    }
    
    int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
    {
    	if (!LoadGLTextures())								// Jump To Texture Loading Routine
    	{
    		return FALSE;									// If Texture Didn't Load Return FALSE
    	}
    
    	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
    	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Set The Blending Function For Translucency
    	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// This Will Clear The Background Color To Black
    	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer
    	glDepthFunc(GL_LESS);								// The Type Of Depth Test To Do
    	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
    	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading
    	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
    
    	SetupWorld();
     SetupGrass();
    	return TRUE;										// Initialization Went OK
    }
    
    int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
    {
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
    	glLoadIdentity();									// Reset The View
    
    	GLfloat x_m, y_m, z_m, u_m, v_m;
    	GLfloat x_n, y_n, z_n, u_n, v_n;
    
    	int numtriangles;
    	int numtrianglesb;
    
    	glBindTexture(GL_TEXTURE_2D, texture[1]);
    	
    	numtriangles = sector1.numtriangles;
    	
    	// Process Each Triangle
    	for (int loop_m = 0; loop_m < numtriangles; loop_m++)
    	{
    		glBegin(GL_TRIANGLES);
    			glNormal3f( 0.0f, 0.0f, 1.0f);
    			x_m = sector1.triangle[loop_m].vertex[0].x;
    			y_m = sector1.triangle[loop_m].vertex[0].y;
    			z_m = sector1.triangle[loop_m].vertex[0].z;
    			u_m = sector1.triangle[loop_m].vertex[0].u;
    			v_m = sector1.triangle[loop_m].vertex[0].v;
    			glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
    			
    			x_m = sector1.triangle[loop_m].vertex[1].x;
    			y_m = sector1.triangle[loop_m].vertex[1].y;
    			z_m = sector1.triangle[loop_m].vertex[1].z;
    			u_m = sector1.triangle[loop_m].vertex[1].u;
    			v_m = sector1.triangle[loop_m].vertex[1].v;
    			glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
    			
    			x_m = sector1.triangle[loop_m].vertex[2].x;
    			y_m = sector1.triangle[loop_m].vertex[2].y;
    			z_m = sector1.triangle[loop_m].vertex[2].z;
    			u_m = sector1.triangle[loop_m].vertex[2].u;
    			v_m = sector1.triangle[loop_m].vertex[2].v;
    			glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
    		glEnd();
    	}
    	glBindTexture(GL_TEXTURE_2D, texture[2]);
    	
    	numtrianglesb = sector2.numtrianglesb;
    	
    	// Process Each Triangle
    	for (int loop_n = 0; loop_n < numtrianglesb; loop_m++)
    	{
    		glBegin(GL_TRIANGLES);
    			glNormal3f( 0.0f, 0.0f, 1.0f);
    			x_n = sector2.triangle[loop_n].vertex[0].xb;
    			y_n = sector2.triangle[loop_n].vertex[0].yb;
    			z_n = sector2.triangle[loop_n].vertex[0].zb;
    			u_n = sector2.triangle[loop_n].vertex[0].ub;
    			v_n = sector2.triangle[loop_n].vertex[0].vb;
    			glTexCoord2f(u_n,v_n); glVertex3f(x_n,y_n,z_n);
    			
    			x_n = sector2.triangle[loop_n].vertex[1].xb;
    			y_n = sector2.triangle[loop_n].vertex[1].yb;
    			z_n = sector2.triangle[loop_n].vertex[1].zb;
    			u_n = sector2.triangle[loop_n].vertex[1].ub;
    			v_n = sector2.triangle[loop_n].vertex[1].vb;
    			glTexCoord2f(u_n,v_n); glVertex3f(x_n,y_n,z_n);
    			
    			x_n = sector2.triangle[loop_n].vertex[2].xb;
    			y_n = sector2.triangle[loop_n].vertex[2].yb;
    			z_n = sector2.triangle[loop_n].vertex[2].zb;
    			u_n = sector2.triangle[loop_n].vertex[2].ub;
    			v_n = sector2.triangle[loop_n].vertex[2].vb;
    			glTexCoord2f(u_n,v_n); glVertex3f(x_n,y_n,z_n);
    		glEnd();
    	}
    	return TRUE;										// Everything Went OK
    }
    
    GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
    {
    	if (fullscreen)										// Are We In Fullscreen Mode?
    	{
    		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
    		ShowCursor(TRUE);								// Show Mouse Pointer
    	}
    
    	if (hRC)											// Do We Have A Rendering Context?
    	{
    		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
    		{
    			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    
    		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
    		{
    			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    		hRC=NULL;										// Set RC To NULL
    	}
    
    	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
    	{
    		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hDC=NULL;										// Set DC To NULL
    	}
    
    	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
    	{
    		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hWnd=NULL;										// Set hWnd To NULL
    	}
    
    	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
    	{
    		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hInstance=NULL;									// Set hInstance To NULL
    	}
    }
    
    /*	This Code Creates Our OpenGL Window.  Parameters Are:					*
     *	title			- Title To Appear At The Top Of The Window				*
     *	width			- Width Of The GL Window Or Fullscreen Mode				*
     *	height			- Height Of The GL Window Or Fullscreen Mode			*
     *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
     *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
     
    BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    {
    	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
    	WNDCLASS	wc;						// Windows Class Structure
    	DWORD		dwExStyle;				// Window Extended Style
    	DWORD		dwStyle;				// Window Style
    	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
    	WindowRect.left=(long)0;			// Set Left Value To 0
    	WindowRect.right=(long)width;		// Set Right Value To Requested Width
    	WindowRect.top=(long)0;				// Set Top Value To 0
    	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height
    
    	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag
    
    	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
    	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
    	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
    	wc.cbClsExtra		= 0;									// No Extra Window Data
    	wc.cbWndExtra		= 0;									// No Extra Window Data
    	wc.hInstance		= hInstance;							// Set The Instance
    	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
    	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
    	wc.hbrBackground	= NULL;									// No Background Required For GL
    	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
    	wc.lpszClassName	= "OpenGL";								// Set The Class Name
    
    	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
    	{
    		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;											// Return FALSE
    	}
    	
    	if (fullscreen)												// Attempt Fullscreen Mode?
    	{
    		DEVMODE dmScreenSettings;								// Device Mode
    		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
    		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
    		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
    		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
    		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
    		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
    
    		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
    		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
    		{
    			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
    			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
    			{
    				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
    			}
    			else
    			{
    				// Pop Up A Message Box Letting User Know The Program Is Closing.
    				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
    				return FALSE;									// Return FALSE
    			}
    		}
    	}
    
    	if (fullscreen)												// Are We Still In Fullscreen Mode?
    	{
    		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
    		dwStyle=WS_POPUP;										// Windows Style
    		ShowCursor(FALSE);										// Hide Mouse Pointer
    	}
    	else
    	{
    		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
    		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
    	}
    
    	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
    
    	// Create The Window
    	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
    								"OpenGL",							// Class Name
    								title,								// Window Title
    								dwStyle |							// Defined Window Style
    								WS_CLIPSIBLINGS |					// Required Window Style
    								WS_CLIPCHILDREN,					// Required Window Style
    								0, 0,								// Window Position
    								WindowRect.right-WindowRect.left,	// Calculate Window Width
    								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
    								NULL,								// No Parent Window
    								NULL,								// No Menu
    								hInstance,							// Instance
    								NULL)))								// Dont Pass Anything To WM_CREATE
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
    	{
    		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
    		1,											// Version Number
    		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
    		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
    		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
    		PFD_TYPE_RGBA,								// Request An RGBA Format
    		bits,										// Select Our Color Depth
    		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
    		0,											// No Alpha Buffer
    		0,											// Shift Bit Ignored
    		0,											// No Accumulation Buffer
    		0, 0, 0, 0,									// Accumulation Bits Ignored
    		16,											// 16Bit Z-Buffer (Depth Buffer)  
    		0,											// No Stencil Buffer
    		0,											// No Auxiliary Buffer
    		PFD_MAIN_PLANE,								// Main Drawing Layer
    		0,											// Reserved
    		0, 0, 0										// Layer Masks Ignored
    	};
    	
    	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	ShowWindow(hWnd,SW_SHOW);						// Show The Window
    	SetForegroundWindow(hWnd);						// Slightly Higher Priority
    	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
    	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
    
    	if (!InitGL())									// Initialize Our Newly Created GL Window
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	return TRUE;									// Success
    }
    
    LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
    							UINT	uMsg,			// Message For This Window
    							WPARAM	wParam,			// Additional Message Information
    							LPARAM	lParam)			// Additional Message Information
    {
    	switch (uMsg)									// Check For Windows Messages
    	{
    		case WM_ACTIVATE:							// Watch For Window Activate Message
    		{
    			if (!HIWORD(wParam))					// Check Minimization State
    			{
    				active=TRUE;						// Program Is Active
    			}
    			else
    			{
    				active=FALSE;						// Program Is No Longer Active
    			}
    
    			return 0;								// Return To The Message Loop
    		}
    
    		case WM_SYSCOMMAND:							// Intercept System Commands
    		{
    			switch (wParam)							// Check System Calls
    			{
    				case SC_SCREENSAVE:					// Screensaver Trying To Start?
    				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
    				return 0;							// Prevent From Happening
    			}
    			break;									// Exit
    		}
    
    		case WM_CLOSE:								// Did We Receive A Close Message?
    		{
    			PostQuitMessage(0);						// Send A Quit Message
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYDOWN:							// Is A Key Being Held Down?
    		{
    			keys[wParam] = TRUE;					// If So, Mark It As TRUE
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYUP:								// Has A Key Been Released?
    		{
    			keys[wParam] = FALSE;					// If So, Mark It As FALSE
    			return 0;								// Jump Back
    		}
    
    		case WM_SIZE:								// Resize The OpenGL Window
    		{
    			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
    			return 0;								// Jump Back
    		}
    	}
    
    	// Pass All Unhandled Messages To DefWindowProc
    	return DefWindowProc(hWnd,uMsg,wParam,lParam);
    }
    
    int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
    					HINSTANCE	hPrevInstance,		// Previous Instance
    					LPSTR		lpCmdLine,			// Command Line Parameters
    					int			nCmdShow)			// Window Show State
    {
    	MSG		msg;									// Windows Message Structure
    	BOOL	done=FALSE;								// Bool Variable To Exit Loop
    
    	// Ask The User Which Screen Mode They Prefer
    	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
    	{
    		fullscreen=FALSE;							// Windowed Mode
    	}
    
    	// Create Our OpenGL Window
    	if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
    	{
    		return 0;									// Quit If Window Was Not Created
    	}
    
    	while(!done)									// Loop That Runs While done=FALSE
    	{
    		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
    		{
    			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
    			{
    				done=TRUE;							// If So done=TRUE
    			}
    			else									// If Not, Deal With Window Messages
    			{
    				TranslateMessage(&msg);				// Translate The Message
    				DispatchMessage(&msg);				// Dispatch The Message
    			}
    		}
    		else										// If There Are No Messages
    		{
    			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
    			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
    			{
    				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
    			}
    			else									// Not Time To Quit, Update Screen
    			{
    				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
    
    
    				if (keys[VK_F1])						// Is F1 Being Pressed?
    				{
    					keys[VK_F1]=FALSE;					// If So Make Key FALSE
    					KillGLWindow();						// Kill Our Current Window
    					fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
    					// Recreate Our OpenGL Window
    					if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
    					{
    						return 0;						// Quit If Window Was Not Created
    					}
    				}
    			}
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();										// Kill The Window
    	return (msg.wParam);								// Exit The Program
    }

  2. #2
    *******argv[] - hu? darksaidin's Avatar
    Join Date
    Jul 2003
    Posts
    314
    well, if you can't cut it down to one or two functions it's hard to help you.

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